private static int[,] FillArea(int[,] intArea, int intSizeX, int intSizeZ, int intStartX, int intStartZ, bool booUniqueBonus) { int[,] intDistrict = new int[intSizeX, intSizeZ]; int[,] intFinal = new int[intSizeX, intSizeZ]; int intWasted = intSizeX * intSizeZ, intAttempts = 15, intFail = 0; int intBonus = 0; List <int> lstBuildings = new List <int>(); List <int> lstAcceptedBuildings = new List <int>(); bool booAreaNeedsMineshaft = false; do { lstBuildings.Clear(); intBonus = 0; if (!_booIncludedMineshaft) { booAreaNeedsMineshaft = true; } do { SourceWorld.Building CurrentBuilding; if (booAreaNeedsMineshaft) { CurrentBuilding = SourceWorld.SelectRandomBuilding(SourceWorld.BuildingTypes.MineshaftEntrance, 0); // mineshaft is always the first building, so therefore it will always be possible to place it booAreaNeedsMineshaft = false; } else { do { CurrentBuilding = SourceWorld.SelectRandomBuilding(SourceWorld.BuildingTypes.City, 0); } while (!IsValidBuilding(CurrentBuilding, lstBuildings, intArea, intStartX, intStartZ, intSizeX, intSizeZ)); } bool booFound = false; if (RNG.NextDouble() > 0.5) { intDistrict = intDistrict.RotateArray(RNG.Next(4)); } int x, z = 0; for (x = 0; x < intDistrict.GetLength(0) - CurrentBuilding.intSizeX && !booFound; x++) { for (z = 0; z < intDistrict.GetLength(1) - CurrentBuilding.intSizeZ && !booFound; z++) { booFound = intDistrict.IsArraySectionAllZeros2D(x, z, x + CurrentBuilding.intSizeX, z + CurrentBuilding.intSizeZ); } } x--; z--; if (booFound) { for (int a = x + 1; a <= x + CurrentBuilding.intSizeX - 1; a++) { for (int b = z + 1; b <= z + CurrentBuilding.intSizeZ - 1; b++) { intDistrict[a, b] = 2; } } if (CurrentBuilding.booUnique && booUniqueBonus) { // we want to include the unique buildings, // so we give a slight preference to those intBonus += 15; } lstBuildings.Add(CurrentBuilding.intID); intDistrict[x + 1, z + 1] = 100 + CurrentBuilding.intID; intDistrict[x + CurrentBuilding.intSizeX - 1, z + CurrentBuilding.intSizeZ - 1] = 100 + CurrentBuilding.intID; intFail = 0; } else { intFail++; } } while (intFail < 10); int intCurWasted = Utils.ZerosInArray2D(intDistrict) - intBonus; if (intCurWasted < intWasted) { intFinal = new int[intDistrict.GetLength(0), intDistrict.GetLength(1)]; Array.Copy(intDistrict, intFinal, intDistrict.Length); intWasted = intCurWasted; intAttempts = 10; lstAcceptedBuildings.Clear(); lstAcceptedBuildings.AddRange(lstBuildings); } Array.Clear(intDistrict, 0, intDistrict.Length); intAttempts--; } while (intAttempts > 0); if (intSizeX == intFinal.GetLength(1)) { intFinal = intFinal.RotateArray(1); } _lstAllBuildings.AddRange(lstAcceptedBuildings); _booIncludedMineshaft = true; return(intFinal); }
static public void Generate(frmMace frmLogForm, string UserWorldName, string strWorldSeed, string strWorldType, bool booWorldMapFeatures, int TotalCities, string[] strCheckedThemes, int ChunksBetweenCities, string strSpawnPoint, bool booExportSchematics, string strSelectedNPCs, string strUndergroundOres) { frmLogForm.UpdateLog("Started at " + DateTime.Now.ToLocalTime(), false, true); worldCities = new WorldCity[TotalCities]; lstCityNames.Clear(); Chunks.biomes.Clear(); RNG.SetRandomSeed(); #region create minecraft world directory from a random unused world name string strFolder = String.Empty, strWorldName = String.Empty; UserWorldName = UserWorldName.ToSafeFilename(); if (UserWorldName.Trim().Length == 0) { UserWorldName = "random"; } if (UserWorldName.ToLower().Trim() != "random") { if (Directory.Exists(UserWorldName.ToMinecraftSaveDirectory())) { if (MessageBox.Show("A world called \"" + UserWorldName + "\" already exists. " + "Would you like to use a random name instead?", "World already exists", MessageBoxButtons.OKCancel, MessageBoxIcon.Question) == DialogResult.Cancel) { frmLogForm.UpdateLog("Cancelled, because a world with this name already exists.", false, false); return; } } else { strWorldName = UserWorldName; strFolder = strWorldName.ToMinecraftSaveDirectory(); } } if (strWorldName.Length == 0) { strWorldName = Utils.GenerateWorldName(); strFolder = strWorldName.ToMinecraftSaveDirectory(); } Directory.CreateDirectory(strFolder); frmLogForm.btnSaveLogNormal.Tag = Path.Combine(strFolder, "LogNormal.txt"); frmLogForm.btnSaveLogVerbose.Tag = Path.Combine(strFolder, "LogVerbose.txt"); frmLogForm.UpdateLog("World name: " + strWorldName, false, true); #endregion #region get handles to world, chunk manager and block manager AnvilWorld worldDest = AnvilWorld.Create(@strFolder); worldDest.Level.LevelName = "Creating. Don't open until Mace is finished."; RegionChunkManager cmDest = worldDest.GetChunkManager(); BlockManager bmDest = worldDest.GetBlockManager(); bmDest.AutoLight = false; #endregion #region Determine themes // "how does this work, robson?" // well, I'm glad you asked! // we keep selecting a random unused checked theme, until they've all been used once. // after that, all other cities will have a random checked theme int maxFarmSize = 0; strCheckedThemes = RNG.ShuffleArray(strCheckedThemes); for (int CurrentCityID = 0; CurrentCityID < TotalCities; CurrentCityID++) { if (CurrentCityID <= strCheckedThemes.GetUpperBound(0)) { worldCities[CurrentCityID].ThemeName = strCheckedThemes[CurrentCityID]; } else { worldCities[CurrentCityID].ThemeName = RNG.RandomItem(strCheckedThemes); } City.themeName = worldCities[CurrentCityID].ThemeName; worldCities[CurrentCityID].ChunkLength = GetThemeRandomXMLElementNumber("options", "city_size"); int farmSize = GetThemeLastXMLElementNumber("options", "farm_size"); maxFarmSize = Math.Max(maxFarmSize, farmSize); } #endregion GenerateCityLocations(TotalCities, ChunksBetweenCities + maxFarmSize); int intRandomCity = RNG.Next(TotalCities); for (int CurrentCityID = 0; CurrentCityID < TotalCities; CurrentCityID++) { MakeCitySettings(frmLogForm, worldCities[CurrentCityID].ThemeName, CurrentCityID, strSelectedNPCs); if (!GenerateCity.Generate(frmLogForm, worldDest, cmDest, bmDest, worldCities[CurrentCityID].x, worldCities[CurrentCityID].z, booExportSchematics, strUndergroundOres)) { frmLogForm.UpdateLog("World generation failed/cancelled.", false, false); return; } #region set spawn point if (City.id == intRandomCity) { switch (strSpawnPoint) { case "Away from the cities": worldDest.Level.Spawn = new SpawnPoint(0, 65, 0); break; case "Inside a random city": worldDest.Level.Spawn = new SpawnPoint(((worldCities[intRandomCity].x + Chunks.CITY_RELOCATION_CHUNKS) * 16) + (City.mapLength / 2), 65, ((worldCities[intRandomCity].z + Chunks.CITY_RELOCATION_CHUNKS) * 16) + (City.mapLength / 2)); break; case "Outside a random city": worldDest.Level.Spawn = new SpawnPoint(((worldCities[intRandomCity].x + Chunks.CITY_RELOCATION_CHUNKS) * 16) + (City.mapLength / 2), 65, ((worldCities[intRandomCity].z + Chunks.CITY_RELOCATION_CHUNKS) * 16) + 2); break; default: Debug.Fail("invalid spawn point"); break; } frmLogForm.UpdateLog("Spawn point set to " + worldDest.Level.Spawn.X + "," + worldDest.Level.Spawn.Y + "," + worldDest.Level.Spawn.Z, false, true); } #endregion } #region weather frmLogForm.UpdateLog("Setting weather", false, true); worldDest.Level.Time = RNG.Next(24000); if (RNG.NextDouble() < 0.15) { frmLogForm.UpdateLog("Rain", false, true); worldDest.Level.IsRaining = true; // one-quarter to three-quarters of a day worldDest.Level.RainTime = RNG.Next(6000, 18000); if (RNG.NextDouble() < 0.25) { frmLogForm.UpdateLog("Thunder", false, true); worldDest.Level.IsThundering = true; worldDest.Level.ThunderTime = worldDest.Level.RainTime; } } #endregion #region world details worldDest.Level.LevelName = strWorldName; frmLogForm.UpdateLog("Setting world type: " + strWorldType, false, true); switch (strWorldType.ToLower()) { case "creative": worldDest.Level.GameType = GameType.CREATIVE; break; case "survival": worldDest.Level.GameType = GameType.SURVIVAL; break; case "hardcore": worldDest.Level.GameType = GameType.SURVIVAL; worldDest.Level.Hardcore = true; break; default: Debug.Fail("Invalidate world type selected."); break; } frmLogForm.UpdateLog("World map features: " + booWorldMapFeatures.ToString(), false, true); worldDest.Level.UseMapFeatures = booWorldMapFeatures; if (strWorldSeed != String.Empty) { long seed = 0; if (long.TryParse(strWorldSeed, out seed)) { worldDest.Level.RandomSeed = seed; frmLogForm.UpdateLog("Specified world seed: " + worldDest.Level.RandomSeed, false, true); } else { worldDest.Level.RandomSeed = strWorldSeed.ToJavaHashCode(); frmLogForm.UpdateLog("Specified world seed: " + strWorldSeed, false, true); frmLogForm.UpdateLog("Specified world seed converted to a number: " + worldDest.Level.RandomSeed, false, true); } } else { worldDest.Level.RandomSeed = RNG.Next(); frmLogForm.UpdateLog("Random world seed: " + worldDest.Level.RandomSeed, false, true); } worldDest.Level.LastPlayed = (DateTime.UtcNow.Ticks - DateTime.Parse("01/01/1970 00:00:00").Ticks) / 10000; frmLogForm.UpdateLog("World time: " + worldDest.Level.LastPlayed, false, true); #endregion cmDest.Save(); worldDest.Save(); Chunks.SetBiomeData(@strFolder); frmLogForm.UpdateLog("\nCreated the " + strWorldName + "!", false, false); frmLogForm.UpdateLog("It'll be at the top of your MineCraft world list.", false, false); frmLogForm.UpdateLog("Finished at " + DateTime.Now.ToLocalTime(), false, true); }
private static void MakeHill(BlockManager bm, int x, int xlen, int z, int zlen) { int[,] intArea = new int[xlen, zlen]; int a, b; int c = 0, d = 0, clen = -1, dlen = -1; if (xlen >= 8 && zlen >= 8) { c = RNG.Next(1, intArea.GetUpperBound(0) - 7); d = RNG.Next(1, intArea.GetUpperBound(1) - 7); clen = RNG.Next(3, 5); dlen = RNG.Next(3, 5); } for (a = 1; a <= intArea.GetUpperBound(0) - 1; a++) { for (b = 1; b <= intArea.GetUpperBound(1) - 1; b++) { if (a < c || a > c + clen || b < d || b > d + dlen) { intArea[a, b] = 1; } } } intArea = CheckAgainstNeighbours(intArea, 0, 0, 7, 0, RNG.Next(7, 11), true); intArea = CheckAgainstNeighbours(intArea, 6, 0, 3, 2, 1, false); intArea = CheckAgainstNeighbours(intArea, 14, 0, 3, 3, 1, false); for (a = 1; a < intArea.GetUpperBound(0); a++) { for (b = 1; b < intArea.GetUpperBound(1); b++) { for (int y = 1; y <= intArea[a, b]; y++) { if (y == intArea[a, b]) { bm.SetID(x + a, y + 63, z + b, BlockInfo.Grass.ID); switch (RNG.Next(0, 10)) { case 0: bm.SetID(x + a, y + 64, z + b, BlockInfo.RedRose.ID); break; case 1: bm.SetID(x + a, y + 64, z + b, BlockInfo.YellowFlower.ID); break; case 2: case 3: bm.SetID(x + a, y + 64, z + b, BlockInfo.TallGrass.ID); bm.SetData(x + a, y + 64, z + b, RNG.Next(1, 3)); break; // we want to skip the other numbers, so there's no need for a default } } else { bm.SetID(x + a, y + 63, z + b, BlockInfo.Dirt.ID); } } } } }
// this is a simplified version of the FillArea method from Paths.cs private static int[,] FillArea(int intSizeX, int intSizeZ) { int[,] intDistrict = new int[intSizeX, intSizeZ]; int[,] intFinal = new int[intSizeX, intSizeZ]; int intWasted = intSizeX * intSizeZ, intAttempts = 15, intFail = 0; int intBonus = 0; List <int> lstBuildings = new List <int>(); do { lstBuildings.Clear(); intBonus = 0; do { SourceWorld.Building CurrentBuilding; do { CurrentBuilding = SourceWorld.SelectRandomBuilding(SourceWorld.BuildingTypes.Farming, 0); } while (!IsValidBuilding(CurrentBuilding, lstBuildings)); bool booFound = false; if (RNG.NextDouble() > 0.5) { intDistrict = intDistrict.RotateArray(RNG.Next(4)); } int x, z = 0; for (x = 0; x < intDistrict.GetLength(0) - CurrentBuilding.intSizeX && !booFound; x++) { for (z = 0; z < intDistrict.GetLength(1) - CurrentBuilding.intSizeZ && !booFound; z++) { booFound = intDistrict.IsArraySectionAllZeros2D(x, z, x + CurrentBuilding.intSizeX, z + CurrentBuilding.intSizeZ); } } x--; z--; if (booFound) { for (int a = x + 1; a <= x + CurrentBuilding.intSizeX - 1; a++) { for (int b = z + 1; b <= z + CurrentBuilding.intSizeZ - 1; b++) { intDistrict[a, b] = 2; } } if (CurrentBuilding.booUnique) { intBonus += 15; } lstBuildings.Add(CurrentBuilding.intID); intDistrict[x + 1, z + 1] = 100 + CurrentBuilding.intID; intDistrict[x + CurrentBuilding.intSizeX - 1, z + CurrentBuilding.intSizeZ - 1] = 100 + CurrentBuilding.intID; intFail = 0; } else { intFail++; } } while (intFail < 10); int intCurWasted = Utils.ZerosInArray2D(intDistrict) - intBonus; if (intCurWasted < intWasted) { intFinal = new int[intDistrict.GetLength(0), intDistrict.GetLength(1)]; Array.Copy(intDistrict, intFinal, intDistrict.Length); intWasted = intCurWasted; intAttempts = 10; } Array.Clear(intDistrict, 0, intDistrict.Length); intAttempts--; } while (intAttempts > 0); if (intSizeX == intFinal.GetLength(1)) { intFinal = intFinal.RotateArray(1); } return(intFinal); }
private static string RandomSign() { string strSignText = "*~*~*~*"; int intRand; do { intRand = RNG.Next(intAmountOfSignTypes); } while (intRand >= 5 && _booSignUsed[intRand]); _booSignUsed[intRand] = true; do { switch (intRand) { case 0: case 1: strSignText = String.Format("{0} {1} {2} for {3}~-{4} {5}.{6}.", RNG.RandomItem("I will", "I can", "Will", "Can", "Can you"), RNG.RandomItem("trade", "swap", "sell"), RNG.RandomItem("gold", "iron", "dirt", "tools", "glass", "flowers", "cake", "mushrooms"), RNG.RandomItem("obsidian", "wood", "sand", "bricks", "coal", "stone", "cookies", "diamonds"), RNG.RandomItem("See", "Talk to"), RNG.RandomLetter().ToString().ToUpper(), RNG.RandomLetter().ToString().ToUpper()); break; case 2: strSignText = String.Format("{0} of the holy {1} are meeting this {2}", RNG.RandomItem("Church", "Order"), RNG.RandomFileLine(Path.Combine("Resources", "ChurchNoun.txt")), RNG.RandomDay()); break; case 3: strSignText = String.Format("{0} {1} has lost her {2}. {3}", RNG.RandomItem("Mrs", "Miss"), RNG.RandomFileLine(Path.Combine("Resources", "Adjectives.txt")), RNG.RandomItem("cat", "dog", "glasses", "marbles", "knitting"), RNG.RandomItem("Reward offered", "Please help")); break; case 4: strSignText = String.Format("{0} for sale~-{1} {2}.{3}.", RNG.RandomItem("Armour", "Property", "House", "Weapons", "Gold", "Bodyguard", "Pet wolf", "Books", "Tools"), RNG.RandomItem("See", "Talk to"), RNG.RandomLetter().ToString().ToUpper(), RNG.RandomLetter().ToString().ToUpper()); break; case 5: strSignText = "Lost pet creeper. Last seen near the mini crater"; break; case 6: strSignText = "Israphel~~Wanted dead~or alive"; break; case 7: strSignText = "Lost Jaffa Cakes. Please return to Honeydew"; break; case 8: strSignText = "Read note " + RNG.Next(500, 999); break; case 9: strSignText = "Buy one get one free on gravestones!"; break; case 10: strSignText = "Archery practice this " + RNG.RandomDay() + " afternoon"; break; case 11: strSignText = "Seen a crime? Tell the nearest city guard"; break; case 12: strSignText = "New city law: No minors can be miners"; break; case 13: strSignText = "Council meeting this " + RNG.RandomDay(); break; case 14: strSignText = "Numbers for lovers:~" + RNG.RandomItem("220 284", "1184 1210", "2620 2924", "5020 5564", "6232 6368"); break; default: Debug.Fail("Invalid switch result"); break; } } while (!strSignText.IsValidSign()); return(strSignText); }
private static void MakePond(BlockManager bm, int x, int xlen, int z, int zlen) { int[,] intArea = new int[xlen, zlen]; int a, b; int c = 0, d = 0, clen = -1, dlen = -1; if (xlen >= 12 && zlen >= 12) { c = RNG.Next(1, intArea.GetUpperBound(0) - 7); d = RNG.Next(1, intArea.GetUpperBound(1) - 7); clen = RNG.Next(2, 4); dlen = RNG.Next(2, 4); } for (a = 1; a <= intArea.GetUpperBound(0) - 1; a++) { for (b = 1; b <= intArea.GetUpperBound(1) - 1; b++) { if (a < c || a > c + clen || b < d || b > d + dlen) { intArea[a, b] = 1; } } } intArea = CheckAgainstNeighbours(intArea, 0, 0, 7, 0, RNG.Next(3, 6), true); intArea = CheckAgainstNeighbours(intArea, 6, 0, 2, 2, 1, false); intArea = CheckAgainstNeighbours(intArea, 14, 0, 3, 3, 1, false); bool booLava = RNG.NextDouble() < 0.15; for (a = 1; a < intArea.GetUpperBound(0); a++) { for (b = 1; b < intArea.GetUpperBound(1); b++) { if (intArea[a, b] == 1) { if (!booLava && RNG.NextDouble() < 0.05) { bm.SetID(x + a, 64, z + b, BlockInfo.SugarCane.ID); } else { bm.SetID(x + a, 64, z + b, BlockInfo.TallGrass.ID); bm.SetData(x + a, 64, z + b, RNG.Next(1, 3)); } } else { for (int y = 2; y <= intArea[a, b]; y++) { if (booLava) { bm.SetID(x + a, 65 - y, z + b, BlockInfo.StationaryLava.ID); } else { bm.SetID(x + a, 65 - y, z + b, BlockInfo.StationaryWater.ID); if (y == 2 && RNG.NextDouble() < 0.1) { bm.SetID(x + a, 66 - y, z + b, BlockInfo.LillyPad.ID); } } } } } } }
public static T RandomItem <T>(params T[] items) { return(items[RNG.Next(items.Length)]); }
public static T RandomItemFromArray <T>(T[] items) { return(items[RNG.Next(items.Length)]); }
public static char RandomLetter() { return((char)((short)'a' + RNG.Next(26))); }
public static T[] ShuffleArray <T>(T[] items) { return(items.OrderBy(a => RNG.Next()).ToArray()); }
private static void MakePaths(AnvilWorld world, BlockManager bm, int[,] intArea) { for (int x = 0; x < intArea.GetLength(0); x++) { for (int z = 0; z < intArea.GetLength(1); z++) { if (intArea[x, z] == 1) { if (Math.Abs(x - (intArea.GetLength(0) / 2)) == City.pathExtends + 1 && Math.Abs(z - (intArea.GetLength(1) / 2)) == City.pathExtends + 1) { // don't need these } else if (Math.Abs(x - (intArea.GetLength(0) / 2)) == (City.pathExtends + 1) || Math.Abs(z - (intArea.GetLength(1) / 2)) == (City.pathExtends + 1)) { if (City.hasMainStreets && MultipleNeighbouringPaths(intArea, x, z)) { bm.SetID(_intBlockStart + x, 63, _intBlockStart + z, City.pathBlockID); bm.SetData(_intBlockStart + x, 63, _intBlockStart + z, City.pathBlockData); } } else { bm.SetID(_intBlockStart + x, 63, _intBlockStart + z, City.pathBlockID); bm.SetData(_intBlockStart + x, 63, _intBlockStart + z, City.pathBlockData); } if (City.hasMainStreets && City.pathAlternativeBlockID > 0) { if (x > 0 && z > 0 && x < intArea.GetUpperBound(0) && z < intArea.GetUpperBound(1)) { if (Math.Abs(x - (intArea.GetLength(0) / 2)) == City.pathExtends || Math.Abs(z - (intArea.GetLength(1) / 2)) == City.pathExtends) { if (Math.Abs(x - (intArea.GetLength(0) / 2)) >= City.pathExtends && Math.Abs(z - (intArea.GetLength(1) / 2)) >= City.pathExtends) { bm.SetID(_intBlockStart + x, 64, _intBlockStart + z, City.pathAlternativeBlockID); bm.SetData(_intBlockStart + x, 64, _intBlockStart + z, City.pathAlternativeBlockData); } } } } } } if (x % 20 == 0) { world.Save(); } } if (City.hasMainStreets) { for (int a = 0; a <= intArea.GetUpperBound(0); a++) { if (a % 8 == 0) { switch (City.npcs) { case "Ghostdancer's NPCs": EntityVillager eVillager = new EntityVillager(new TypedEntity("GPoor")); switch (RNG.Next(2)) { case 0: eVillager = new EntityVillager(new TypedEntity("GPoor")); break; case 1: eVillager = new EntityVillager(new TypedEntity("GRich")); break; case 2: eVillager = new EntityVillager(new TypedEntity("GMaid")); break; } eVillager.Health = 20; BlockShapes.MakeEntity(_intBlockStart + a, 65, _intBlockStart + (intArea.GetUpperBound(0) / 2), eVillager, 0); BlockShapes.MakeEntity(_intBlockStart + (intArea.GetUpperBound(0) / 2), 65, _intBlockStart + a, eVillager, 0); break; case "Minecraft Villagers": EntityVillager eMob = new EntityVillager(); eMob.Health = 20; BlockShapes.MakeEntity(_intBlockStart + a, 65, _intBlockStart + (intArea.GetUpperBound(0) / 2), eMob, 0); BlockShapes.MakeEntity(_intBlockStart + (intArea.GetUpperBound(0) / 2), 65, _intBlockStart + a, eMob, 0); break; } } for (int c = -City.pathExtends; c <= City.pathExtends; c++) { intArea[a, (intArea.GetUpperBound(0) / 2) + c] = 1; intArea[(intArea.GetUpperBound(0) / 2) + c, a] = 1; } } } }
private static void SplitArea(BlockManager bm, int[,] intArea, int x1, int z1, int x2, int z2) { for (int x = x1; x <= x2; x++) { for (int y = z1; y <= z2; y++) { if (x == x1 || x == x2 || y == z1 || y == z2) { if (intArea[x, y] < 500) { intArea[x, y] = 1; } } } } bool booPossibleToSplit = true; bool booSplitByX = false; if (Math.Abs(x1 - x2) > 50 && Math.Abs(z1 - z2) > 50) { booSplitByX = RNG.NextDouble() > 0.5; } else if (Math.Abs(x1 - x2) > 50) { booSplitByX = true; } else if (Math.Abs(z1 - z2) <= 50) { booPossibleToSplit = false; } if (City.hasPaths && booPossibleToSplit) { if (booSplitByX) { int intSplitPoint = RNG.Next(x1 + 20, x2 - 20); SplitArea(bm, intArea, x1, z1, intSplitPoint, z2); SplitArea(bm, intArea, intSplitPoint, z1, x2, z2); _intStreet++; if (City.hasPaths) { MakeStreetSign(bm, intSplitPoint - 1, z1 + 1, intSplitPoint - 1, z2 - 1); } } else { int intSplitPoint = RNG.Next(z1 + 20, z2 - 20); SplitArea(bm, intArea, x1, z1, x2, intSplitPoint); SplitArea(bm, intArea, x1, intSplitPoint, x2, z2); _intStreet++; if (City.hasPaths) { MakeStreetSign(bm, x1 + 1, intSplitPoint - 1, x2 - 1, intSplitPoint - 1); } } } else { structDistrict stdCurrent = new structDistrict(); stdCurrent.x1 = x1; stdCurrent.x2 = x2; stdCurrent.z1 = z1; stdCurrent.z2 = z2; _lstDistricts.Add(stdCurrent); } }
public static void Generate(frmMace frmLogForm, BetaWorld worldDest, BetaChunkManager cmDest, BlockManager bmDest, int x, int z, bool booExportSchematics, string strUndergroundOres) { #region create a city name string strStart, strEnd; do { strStart = RNG.RandomFileLine(Path.Combine("Resources", City.CityNamePrefixFilename)); strEnd = RNG.RandomFileLine(Path.Combine("Resources", City.CityNameSuffixFilename)); City.Name = City.CityNamePrefix + strStart + strEnd; } while (GenerateWorld.lstCityNames.Contains(City.Name) || strStart.ToLower().Trim() == strEnd.ToLower().Trim() || (strStart + strEnd).Length > 14); GenerateWorld.lstCityNames.Add(City.Name); #endregion #region determine block sizes City.CityLength *= 16; City.FarmLength *= 16; City.EdgeLength = 8; City.MapLength = City.CityLength + (City.EdgeLength * 2); #endregion #region setup classes BlockShapes.SetupClass(bmDest); BlockHelper.SetupClass(bmDest); NoticeBoard.SetupClass(); if (!SourceWorld.SetupClass(worldDest)) { return; } #endregion #region determine random options switch (City.WallMaterialID) { case BlockType.WOOD_PLANK: case BlockType.WOOD: case BlockType.LEAVES: case BlockType.VINES: case BlockType.WOOL: case BlockType.BOOKSHELF: switch (City.OutsideLightType) { case "Fire": frmLogForm.UpdateLog("Fixing fire-spreading combination", true, true); City.OutsideLightType = "Torches"; break; } switch (City.MoatType) { case "Fire": case "Lava": frmLogForm.UpdateLog("Fixing fire-spreading combination", true, true); City.MoatType = "Water"; break; } break; } switch (City.PathType.ToLower().Trim()) { case "stone_raised": City.PathBlockID = BlockInfo.DoubleSlab.ID; City.PathBlockData = 0; City.PathAlternativeBlockID = BlockInfo.Slab.ID; City.PathAlternativeBlockData = 0; City.PathExtends = 2; break; case "sandstone_raised": City.PathBlockID = BlockInfo.Sandstone.ID; City.PathBlockData = 0; City.PathAlternativeBlockID = BlockInfo.Slab.ID; City.PathAlternativeBlockData = 1; City.PathExtends = 2; break; case "woodplanks_raised": City.PathBlockID = BlockInfo.WoodPlank.ID; City.PathBlockData = 0; City.PathAlternativeBlockID = BlockInfo.Slab.ID; City.PathAlternativeBlockData = 2; City.PathExtends = 2; break; case "cobblestone_raised": City.PathBlockID = BlockInfo.Cobblestone.ID; City.PathBlockData = 0; City.PathAlternativeBlockID = BlockInfo.Slab.ID; City.PathAlternativeBlockData = 3; City.PathExtends = 2; break; case "brick_raised": City.PathBlockID = BlockInfo.BrickBlock.ID; City.PathBlockData = 0; City.PathAlternativeBlockID = BlockInfo.Slab.ID; City.PathAlternativeBlockData = 4; City.PathExtends = 2; break; case "stonebrick_raised": City.PathBlockID = BlockInfo.StoneBrick.ID; City.PathBlockData = 0; City.PathAlternativeBlockID = BlockInfo.Slab.ID; City.PathAlternativeBlockData = 5; City.PathExtends = 2; break; case "stonebrick": City.PathBlockID = BlockInfo.StoneBrick.ID; City.PathBlockData = 0; City.PathAlternativeBlockID = 0; City.PathAlternativeBlockData = 0; City.PathExtends = 1; break; case "sandstone": City.PathBlockID = BlockInfo.Sandstone.ID; City.PathBlockData = 0; City.PathAlternativeBlockID = 0; City.PathAlternativeBlockData = 0; City.PathExtends = 1; break; case "stone": City.PathBlockID = BlockInfo.Stone.ID; City.PathBlockData = 0; City.PathAlternativeBlockID = 0; City.PathAlternativeBlockData = 0; City.PathExtends = 1; break; case "wood": City.PathBlockID = BlockInfo.Wood.ID; City.PathBlockData = RNG.Next(0, 2); City.PathAlternativeBlockID = 0; City.PathAlternativeBlockData = 0; City.PathExtends = 1; break; } #endregion #region make the city frmLogForm.UpdateLog("Creating the " + City.Name, false, false); frmLogForm.UpdateLog("City length in blocks: " + City.MapLength, true, true); frmLogForm.UpdateLog("Edge length in blocks: " + City.EdgeLength, true, true); frmLogForm.UpdateLog("Farm length in blocks: " + City.FarmLength, true, true); frmLogForm.UpdateLog("City position in blocks: " + ((x + Chunks.CITY_RELOCATION_CHUNKS) * 16) + "," + ((z + Chunks.CITY_RELOCATION_CHUNKS) * 16), true, true); frmLogForm.UpdateLog("Theme: " + City.ThemeName, true, true); frmLogForm.UpdateLog("Creating underground terrain", true, false); Chunks.CreateInitialChunks(cmDest, frmLogForm, strUndergroundOres); frmLogForm.UpdateProgress(0.21); Buildings.structPoint spMineshaftEntrance = new Buildings.structPoint(); if (City.HasWalls) { frmLogForm.UpdateLog("Creating walls", true, false); Walls.MakeWalls(worldDest, frmLogForm); } frmLogForm.UpdateProgress(0.24); if (City.HasDrawbridges) { frmLogForm.UpdateLog("Creating entrances", true, false); Entrances.MakeEntrances(bmDest); } frmLogForm.UpdateProgress(0.27); if (City.HasMoat) { frmLogForm.UpdateLog("Creating moat", true, false); Moat.MakeMoat(frmLogForm, bmDest); } frmLogForm.UpdateProgress(0.30); if (City.HasBuildings || City.HasPaths) { frmLogForm.UpdateLog("Creating paths", true, false); frmLogForm.UpdateLog("Path type: " + City.PathType, true, true); int[,] intArea = Paths.MakePaths(worldDest, bmDest); frmLogForm.UpdateProgress(0.33); if (City.HasBuildings) { frmLogForm.UpdateLog("Creating buildings", true, false); spMineshaftEntrance = Buildings.MakeInsideCity(bmDest, worldDest, intArea, frmLogForm); frmLogForm.UpdateProgress(0.36); if (City.HasMineshaft) { frmLogForm.UpdateLog("Creating mineshaft", true, false); Mineshaft.MakeMineshaft(worldDest, bmDest, spMineshaftEntrance, frmLogForm); } } } frmLogForm.UpdateProgress(0.39); if (City.HasGuardTowers) { frmLogForm.UpdateLog("Creating guard towers", true, false); GuardTowers.MakeGuardTowers(bmDest, frmLogForm); } frmLogForm.UpdateProgress(0.42); if (City.HasFarms) { frmLogForm.UpdateLog("Creating farms", true, false); Farms2.MakeFarms(worldDest, bmDest); } frmLogForm.UpdateProgress(0.45); if (City.HasFlowers) { frmLogForm.UpdateLog("Creating flowers", true, false); Flowers.MakeFlowers(worldDest, bmDest); } frmLogForm.UpdateProgress(0.46); if (!City.HasValuableBlocks) { frmLogForm.UpdateLog("Replacing valuable blocks", true, true); cmDest.Save(); worldDest.Save(); Chunks.ReplaceValuableBlocks(worldDest, bmDest); } frmLogForm.UpdateProgress(0.48); frmLogForm.UpdateLog("Creating rail data", true, false); Chunks.PositionRails(worldDest, bmDest); frmLogForm.UpdateProgress(0.50); frmLogForm.UpdateLog("Creating lighting data", true, false); Chunks.ResetLighting(worldDest, cmDest, frmLogForm); frmLogForm.UpdateProgress(0.95); #endregion #region export schematic if (booExportSchematics) { frmLogForm.UpdateLog("Creating schematic in world folder", true, false); AlphaBlockCollection abcExport = new AlphaBlockCollection(City.MapLength, 128, City.MapLength + City.FarmLength); for (int xBlock = 0; xBlock < City.MapLength; xBlock++) { for (int zBlock = -City.FarmLength; zBlock < City.MapLength; zBlock++) { for (int y = 0; y < 128; y++) { abcExport.SetBlock(xBlock, y, City.FarmLength + zBlock, bmDest.GetBlock(xBlock, y, zBlock)); } } } Schematic CitySchematic = new Schematic(City.MapLength, 128, City.MapLength + City.FarmLength); CitySchematic.Blocks = abcExport; CitySchematic.Export(worldDest.Path + "\\" + City.Name + ".schematic"); } #endregion #region positioning frmLogForm.UpdateLog("Creating position data", true, false); Chunks.MoveChunks(worldDest, cmDest, x, z); frmLogForm.UpdateProgress(1); #endregion }